Presets

Text and UI presets

Team collision rule preset

Team collision rule preset is now a complete Teams workflow with tool screenshots, generated command output, and a Minecraft result capture. Use this when players should overlap cleanly in a lobby, parkour start, spectator lane, checkpoint hub, or scripted scene without pushing each other off alignment. The gallery keeps setup fields, output review, and the visible HUD or chat result together so the preset can be audited before it becomes part of a map event, scoreboard loop, or command-block chain.

Preset result

A Ghost Team setup where collisionRule never is applied and confirmed in the HUD.

Output

Team collision rule command

/team add ghost {text:"Ghost Team",color:"aqua"}
/team modify ghost collisionRule never
/team join ghost @a

Preset screenshot

The preset highlights the collisionRule modify option and the never value, which are easy to miss when the team also has color, visibility, and membership settings.
The second shot highlights the setting that controls player-facing behavior or state.
The output shot keeps the final command visible before in-game testing.
A Ghost Team setup where collisionRule never is applied and confirmed in the HUD.

Build the preset

  1. Open the Teams workbench and confirm the target selector or id.
  2. Set the player-facing name, text, objective, or status value first.
  3. Tune color, style, timing, display slot, or value fields before copying.
  4. Review the generated command output and command length warning.
  5. Save the command to Project when it belongs to a multi-command workflow.
  6. Run the command in a clean test world and confirm the visible result matches the workbench.

Why this Teams preset matters

Use this when players should overlap cleanly in a lobby, parkour start, spectator lane, checkpoint hub, or scripted scene without pushing each other off alignment.

The preset highlights the collisionRule modify option and the never value, which are easy to miss when the team also has color, visibility, and membership settings. A screenshot-only snippet is not enough for these commands because the visible UI state has to match command output and map logic. Keep the preset as a checkpoint where the readable label, selector, id, and generated command can be reviewed together before the command is copied.

Testing and version details

Collision changes are invisible until the affected players or entities are actually on the team. Test with two players or entities after the join command runs.

Run the first smoke test in a restored world with only the needed commands active. HUD, chat, bossbar, and scoreboard results are easy to confuse when old objectives or bars remain from a previous test, so create or reset the state before judging the screenshot. Keep selectors narrow when the final map should affect one player.

  • Use stable ids for stateful commands.
  • Keep player-facing feedback short enough to read or recognize quickly.
  • Save related setup and update commands together in Project.

Where to go next

Keep the collision modify command next to team creation and membership commands in the same Project group.

For visible team styling, pair this with the team colored name preset or the actionbar feedback preset.

FAQ

Can I paste this Teams command into chat?

Yes for a quick smoke test if the command is short enough and the selector is safe. For repeatable map behavior, move the command into a command block, function, or Project export.

Why include an in-game result image?

The result image confirms the command affects the HUD, chat, sidebar, sound marker, particle effect, or display entity in Minecraft, not only in the workbench output panel.

Should this be saved with related commands?

Yes. Bossbars, titles, tellraw prompts, and scoreboards usually need setup or follow-up commands, so keep the preset near the rest of the workflow.

Open this workflow

Start from the related Teams workbench, then adjust the preset fields for your world.